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Saturday, October 3, 2015

Backdated Build Notes

Hey all!

Below is a backdated log of some of the initial development prior to releasing online. Mainly for those that are curious and to scratch that completionist itch should I decide to look back someday. Hence why it is before the "first" post.

- CJ

Release - Just havin’ a chat.

General

Restructured some fundamental game state architecture. Now uses persistent custom game instance so is much cleaner in UI implementation and will make carrying information between maps much easier.

Initial loading screen added to cover up transition between maps.

Some basic setup for game progress, though it isn’t utilized yet.

Getting closer to desired fix and result with Phantom, bug is fixed but reset of view isn’t desired.

Base

Multiple conversations available using new dialogue system. Placeholder portraits for now. Aster is most complete, Doctor after that, Tinkerer and his son are still pretty broken.

IES Profiles added for a more nuanced lighting in the base.

Wilderness

Can now rescue villagers found out in the wilderness. They will give a small gift of a random supply for now.

Updated laser gun sounds to give better player feedback. Now has a charge sound to go along with the charge shot. Also better visual effects to support it too (not socketed properly yet though)

Added rumble to charging and releasing gunshot.

Search command now works to highlight gatherables.

Gatherables now picked up with the Use command instead of automatically.

Release - Humans and "Laz0rs"

Known bug: Creating the “phantom” with Dpad up can cause a mismatch between the control scheme and the camera angle, making it very difficult to move. This is reset when you load between maps.

Changed weapon to be more of a megaman/metroid style laser gun with charge shot. Hopefully will give combat a touch more variety as it develops.

Initial “phase” hacking as phantom. Can hack energy pylons to cause them to become regenerative energy wells.